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Олексій

Technical artist, Generalist

Місто проживання:
Київ
Готовий працювати:
Дистанційно

Контактна інформація

Шукач вказав: Телефон

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ALEX MARTINENKO
PROFILE
I have been working in the industry since 1996. He began working in game
development, as well as in lm and television. Started as a modeler, worked
as a rigger, vfx, lighting and materials setup, render optimization and of
course full assembly in compositing programs. Strongly carries away
procedurally and RND. Responsible, able to do work quickly, ef ciently and
without unnecessary "movements". We train well and can train colleagues.

EXPIRIENCE
Principal VFX Artist, 4A Games, august 2024 - May 2026 (full-time)
CONTACTS All processes related to effects, materials, and optimization on UE 5
[відкрити контакти](див. вище в блоці «контактна інформація») Lead Technical Artist, Fractured Byte, june 2022 - may 2024 (full-time)
Telegram @alex_martinenko Preparation of assets for real time game. Create optimal shaders, effects,
animation, blueprints etc.

Head Of Kharkiv Division, Pingle Game Studio, apr 2021 - may 2022, (full-
time)
Opening a branch of the company, searching for key vacancies to form the
core of the future team. Interview, selection for soft and hard skills. Creation
of a training program for beginners, involvement of high-level specialists in
mentoring, PR of the company to popularize the company's brand.

Result: Growth of the team to 50+ people during the year of the branch's
existence, 2 completed projects, a total of 5 projects during the year of
operation. Clients - Electronic Arts, Warner Brothers, Keen Games

3D Generalist, Plarium, oct 2019 - mar 2021, (full-time)
Operational advertising department, preparation and transfer of the project
from Unity to UE4. Working with a storyboard, animatic, transferring and
retargeting animations for characters, assembling a location, lighting and
special effects.

Further description of companies and projects will turn into a multi-volume
book, so I will indicate the most striking projects ...

UE TA, One Location, 2020 (part-time)
Preparing shaders, effects, as well as a face mockup for real-time
broadcasting using Virtual Production technology.

UE TA, DOTA 2 Chongqing Major, dec 2018 - feb 2019 (part-time)
Preparation of assets for broadcasting in real time using augmented reality
technology. Site work.

VFX Artist, Program-Ace, nov 2016 - nov 2018 (full-time)
- Direction
- Compositing & visual effect
fi
fi

- Procedural animation
- Lightening & Rendering

CGI Composer, GameLoft, dec 2015 - sept 2016 (full-time)
- Project management
- Creation production pipeline for cinematic
- Advanced rendering setup for production, including setup for lighting,
shading
- R&D Unreal 4 engine

VFX Artist, Nival Interactive, oct 2014 - nov 2015 (full-time)
- Vfx for game: magic, cast, bullet, environment etc.
- Create animation asset (Unity)
- Technical animation (ui, props, character, cinematics, etc.)

CTO, FullDome.Pro, jan 2012 - jun 2014 (full-time)
- Project management
- R&D Unreal 3 engine
- R&D for interactive Fulldome Standart
- Creation production pipeline for fulldome cinematics
- Procedural modeling & animation
- Game Design
- Create software prototype

VFX TD, Masha&Medved, nov 2010 - dec 2011(full-time)
- Supervising of Vfx for music video, tv programs, advertise
- Design TV Programs
- Compositing and visual effects
- R&D for tv production

VFX Supervisor (Co-founder), Nii VFX, may 2008 - jun 2010 (full-time)
- Project management
- Developing capability of studio
- Startup tv-projects and advertise
- Supervising of Vfx for music video, tv programs, advertise
- Design TV Programs
- Compositing and visual effects
- R&D for tv production

Pipeline TD / Chief of FMV Department, Vogster Entertainment, apr 2006 -
may 2008 (full-time)
- Project management
- Developing Pipeline for Unreal 3 engine
- R&D Unreal 3 engine
- Working with motion capture data,
- Procedural animation

Composing artist, GSC Game World, apr 2003 - may 2005 (full-time)
- Creation production pipeline for cinematics
- Advanced rendering setup for production, including setup for lighting,
shading
- MEL scripts writing
- Working with procedural animation, including hairs and clouds
- VFX animation for production
- Cloth and dynamics simulation
- Composing

VFX Artist, Persha Studia (Nikitova LLC), (full-time)
- Character animation
- Crowd animation using Maya and Mel-script
- Developed production pipeline
- Advanced rendering setup for production and games
- Lighting, and Compositing for short movie and commercials
- Research and development new technology for production

Modeler / Animator, GSC Game World, jun 1999 - apr 2000 (full-time)
- Character animation and rigging
- Modeling and texturing for games
- Rendering complex scenes for education programs

Modeler, web-designer, 2d-artist, decorator, lighter,
White Lynx, HCM Group, Arena Design
sept 1996 to feb 1999 (part-time)

Teacher UE TechArt, 3DMAYA , nov 2018 - apr 2020 (part-time)

Participation in conferences as a speaker on the following topics:
Niagara - a new effects tool
Reality add-ons for DOTA 2
Unreal Colors (Tricks in the Sequencer)

EDUCATION
VFX and Mel-scripting courses at RealTime School, children's art school

SKILLS AND ABILITIES
- Houdini, Maya, Gaea, EmberGen
- Unreal Engine, Unity
- Photoshop, Illustrator, After effect, Premiere, Da Vinci/Fusion, Nuke/Nuke
Studio, Substanсe Designer/Painter
- Redshift, Renderman, Arnold, Mantra, Vray, (mental ray)
- Vex, phyton, mel
- AR, VR, Fulldome

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